Papers by Ulf Wilhelmsson
On Bikers at War
Routledge eBooks, Nov 29, 2022
Enacting the Point of Being-Computer games, interaction and film theory Affordances and constraints, metaphorical concepts and experientialist cognition observed through the environment in computer games Enacting the Point of Being-Computer games, interaction and film theory Affordances and const...
Norsk medietidsskrift, 2008
Service Oriented Computing and Applications

Everyone Is not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences
Visual Computing for Cultural Heritage, 2020
Serious games and gamification have been proposed as approaches to solve problems in various area... more Serious games and gamification have been proposed as approaches to solve problems in various areas by utilizing game technologies, game design components and even fully fledged games. However, when games are applied in a context outside the gaming sphere where users are not used to game interfaces and game culture, this may cause problems. In the case of cultural heritage applications this may create confusion or even put people off if they don’t understand what to do to take part in the experience. This chapter contributes a synthesized retrospective overview of three successive research and development projects conducted at the University of Skovde since 2007 and will present theoretical frameworks, conceptual studies, and production models for cultural heritage experiences for diverse audiences. In particular, we present a detailed case of a cultural heritage site which has been enhanced by game design concepts and visualizations to provide a richer experience for visitors. The chapter will also show the importance of user experience testing as an integral part of the production cycle in order to ensure a pleasant and understandable visit for visitors with different backgrounds and experiences of video games.

Lecture Notes in Computer Science, 2020
Nowadays, wastewater reuse in Mediterranean countries is necessary to cover the water demand. Thi... more Nowadays, wastewater reuse in Mediterranean countries is necessary to cover the water demand. This contributes to the protection of the environment and encourages the circular economy. Due to increasingly strict regulation, the secondary effluent of a wastewater treatment plant requires further (tertiary) treatment to reach enough quality for its reuse in agriculture. Ultrafiltration is a membrane technique suitable for tertiary treatment. However, the most important drawback of ultrafiltration is membrane fouling. The aim of this work is to predict membrane fouling and ultrafiltered wastewater permeate quality for a particular membrane, using the information given by an exhaustive secondary effluent characterization. For this, ultrafiltration of real and simulated wastewaters and of their components after fractionation has been performed. In order to better characterize the secondary effluent, resin fractionation and further membrane ultrafiltration of the generated fractions and wastewater were performed. The results indicated that hydrophobic substances were lower than hydrophilic ones in the secondary effluent. Supelite DAX-8, Amberlite XAD-4 and Amberlite IRA-958 resins were found not to be specific for humic acids, proteins and carbohydrates, which are the main components of the effluent organic matter. Two models have been performed using statistics (partial least squares, PLS) and an artificial neural network (ANN), respectively. The results showed that the ANN model predicted permeate quality and membrane fouling with higher accuracy than PLS.
What is a Computer/ Video game experience?

What is a Game Ego : or How the embodied mind plays a role in computer game environments
What is a Game Ego (or How the embodied mind plays a role in computer game environments) addresse... more What is a Game Ego (or How the embodied mind plays a role in computer game environments) addresses questions concerning why and how a computer game player identifies her or himself with a Game Ego in computer game environments. The theoretical framework used to address these questions is drawn mainly from three fields of research: film theory (including theories on narration and narratives) theories on visual perception (which are also applicable to sound) and finally experientialist cognitive theory. The central claims of this paper are: the process of identification with a manifestation of a Game Ego has a bodily basis. The Game Ego is primarily a bodily based function that enacts a point of being within the game environment through a tactile motor/kinesthetic link. The human conceptual system shows a relationship to the motor system of the human body and is tightly connected to the emotional system so that no clear-cut boundary can be drawn between them. The more direct and immed...
Datorspel som lekplats och skådeplats: Rummets roll i lek och narration
Filmbranschen i Norge under förändring
This paper presents a game-based approach for raising young children's online risk awareness,... more This paper presents a game-based approach for raising young children's online risk awareness, to decrease the risk of becoming the subject of sexual grooming. Hidden in the Park is an adventure gam ...
Film as virtual time space reconstruction

Media and Communication, 2021
While much of the games research field for the last two decades has focused on digital games, thi... more While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model found in Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a zone of experience where young players can experience the consequences of sharing too much information. The game design mimics real world online i...

Journal of Computing in Higher Education, 2017
This article presents the result from a study comparing the perception and understanding of a gam... more This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices that aims to show how inclusive game design may be used to facilitate a shared gaming experience between sighted and visually impaired players. The game provides players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game. Thus, it has been designed to be fully inclusive to both groups of players and to give the same gaming experience when it comes to story content. The game has been evaluated through formal user tests where subjects have been asked to play the first chapter of the game followed by an interview. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters. The study also shows that the sighted players did not respond negatively towards the inclusive game design employed in the game.

Accessible Game Culture Using Inclusive Game Design - Participating in a Visual Culture That You Cannot See
2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), 2015
In this paper, we present the result of an experiment, in which we compare the gaming experience ... more In this paper, we present the result of an experiment, in which we compare the gaming experience between sighted players and visually impaired players playing the same game. Specifically we discuss whether they experience the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices. The game has been designed to provide players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game, i.e. a design that is fully inclusive to both groups of players and that is as invisible for sighted players as possible without hindering visually impaired players to share the same gaming experience when it comes to story content. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters.
Game Ego presence in video and computer games
… Experiences: Structure, Analysis and Design of …, 2008
... Here we find games such as Zork I: The Great Underworld Empire (Infocom, 1981). ... In the co... more ... Here we find games such as Zork I: The Great Underworld Empire (Infocom, 1981). ... In the context of computer/video games a paddle in a game such as PONG stands for all kinds of instruments that allow hit-ting/hinder a ball and provide a single mental image for such objects ...
A Computer Game for an Enhanced Visitor Experience : Integration of Reality and Fiction
This paper describes the development of a computer game for enhanced visitor experiences of an ad... more This paper describes the development of a computer game for enhanced visitor experiences of an adventure tour, in which the game is integrated. The game project was run 2011-2013 and included the d ...

Dialogue on Film and Philosophy
M/C Journal
Editors' Preface When Ulf Wilhelmsson first contacted us about including his "Dialogue o... more Editors' Preface When Ulf Wilhelmsson first contacted us about including his "Dialogue on Film and Philosophy" in the M/C 'chat' issue, we were initially taken aback. True, the notion of chat surely must include that of 'dialogue', but Wilhelmsson's idea, as he put it to us, was that of a Socratic dialogue about film. The dialogue "Film och Filosofi" already existed in Swedish, but he had done an initial rough translation of the dialogue on his Website. Since Wilhelmsson put this to us in the very early days of the submission period, we decided to have a look. Wilhelmsson had omitted to mention the fact that his dialogue was amusing as well as informative. Playing Socrates was ... Quentin Tarantino. Tarantino was not just discussing film, but he was moderating a hefty grab-bag of influential philosphers, film-makers, film-scholars and the odd Beatle (John Lennon). Furthermore, creeping in to many of the utterances in the discussion was Wil...
Games and Culture
Access to the published version may require subscription. N.B. When citing this work, cite the or... more Access to the published version may require subscription. N.B. When citing this work, cite the original published paper.
Roger Caillois ur en narratologs perspektiv
Human It, 2008
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Papers by Ulf Wilhelmsson